My eyes glazed as I stared at my Nintendo DS Lite which cased the finished build of N+. N, my titular ninja avatar, braced his body as he slid halfway down a wall before springing away, using his momentum to snatch three gold coins dangling in midair. I firmly pressed d-pad left, causing him to again shimmy down the wall slowly, carefully, before again leaping for a nearby ledge. Unfortunately, my momentum wasn't enough in this instance. Though little more than a plump stick figure, I had a vision of poor N desperately straining for the tip of the ledge that was at least (at least) a good six feet away before plummeting, plummeting, plummeting -- and eventually exploding in a shower of square-shaped shards as he cratered into the ground.I grumbled, but the fault was wholly mine, not the acrobatic N's.
"You've got what the indie scene will call the best platforming engine in Flash, ever," said David Geudelekian, producer of Metanet Software's N+. "What N did really well was it presented this incredible platformer with 1000 levels, it was crazy difficult. N the ninja was this lithe, acrobatic guy with all the things developers had learned from other platformers. You can wall jump, you can press along the wall as you're falling to slow your descent. Because it's a full-featured physics engine, momentum can kill you, but if you use a ramp's natural curvature, you might be able to catapult yourself across the level."




For people growing up in the U.K. who are familiar with all of this signage, 
Not many things sound as riveting as driving theory; for example, watching paint dry is probably a lot less exciting. You probably don't need our snark to tell you, though, that Driving Theory Training is an awful idea. 


Rejected titles for the DS remake of the PC freeware physics-based puzzle-platformer, N:















